Monk
Monks are masters of martial arts, honing their bodies into perfect weapons. Unlike other classes that rely on external magic or weapons, a monk's power comes from within—from discipline, training, and the perfection of the physical form.
While the base monk is a purely martial warrior, their monastic traditions allow them to tap into the fundamental forces of the world: the Divine light of the gods, the Arcane logic of the universe, or the Fae vitality of nature itself.
Critical Update: The Monk class has been reworked. It is now a Martial Class at its core. It does NOT use "Ki" or "Divine Mana" by default. Instead, monks gain access to specific magic systems (Divine Burn, Arcane Mana, or Fae Slots) only through their Monastic Tradition at level 3.
You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.
The Monk
| Level | Proficiency Bonus | Martial Arts | Features |
|---|---|---|---|
| 1st | +2 | 1d4 | Unarmored Defense, Martial Arts |
| 2nd | +2 | 1d4 | Unarmored Movement, Martial Discipline (Free Uses) |
| 3rd | +2 | 1d4 | Monastic Tradition, Deflect Missiles, Martial Discipline (Magic) |
| 4th | +2 | 1d4 | Ability Score Improvement, Slow Fall |
| 5th | +3 | 1d6 | Extra Attack, Stunning Strike |
| 6th | +3 | 1d6 | Magic Counter, Monastic Tradition Feature |
| 7th | +3 | 1d6 | Evasion, Stillness of Mind |
| 8th | +3 | 1d6 | Ability Score Improvement |
| 9th | +4 | 1d6 | Unarmored Movement improvement |
| 10th | +4 | 1d6 | Purity of Body |
| 11th | +4 | 1d8 | Monastic Tradition Feature |
| 12th | +4 | 1d8 | Ability Score Improvement |
| 13th | +5 | 1d8 | Tongue of the Sun and Moon (Planar) |
| 14th | +5 | 1d8 | Monastic Tradition Feature (Diamond Soul) |
| 15th | +5 | 1d8 | Timeless Body |
| 16th | +5 | 1d8 | Ability Score Improvement |
| 17th | +6 | 1d10 | Monastic Tradition Feature |
| 18th | +6 | 1d10 | Still Mind |
| 19th | +6 | 1d10 | Ability Score Improvement |
| 20th | +6 | 1d10 | Perfect Self |
Class Features
As a monk, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per monk level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Proficiencies
- Armor: None
- Weapons: Simple weapons, shortswords
- Tools: Choose one type of artisan's tools or one musical instrument
- Saving Throws: Strength, Dexterity
- Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- 10 darts
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action (no cost).
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels (+15 at 6th, +20 at 10th, +25 at 14th, +30 at 18th).
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Martial Discipline (Free Uses)
Starting at 2nd level, your training allows you to perform bursts of incredible speed and skill. You gain access to three disciplined techniques: Flurry of Blows, Patient Defense, and Step of the Wind.
You can use each of these features twice per long rest for free, without spending any resources.
- Flurry of Blows: Immediately after you take the Attack action on your turn, you can make two unarmed strikes as a bonus action.
- Patient Defense: You can take the Dodge action as a bonus action on your turn.
- Step of the Wind: You can take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Monastic Tradition
When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Sun Soul (Divine), the Way of the Iron Heart (Arcane), or the Way of the Wild Walker (Fae).
Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Importantly, your tradition also unlocks your Magic System, granting you a pool of magic resources (Divine Burn, Arcane Mana, or Spell Slots) used to fuel your advanced abilities.
Martial Discipline (Magic)
At 3rd level, your connection to your subclass's magic source allows you to push your body beyond its physical limits. You gain the ability to perform Empowered versions of your Martial Discipline techniques by spending your magic resources.
These empowered techniques are upcastable, providing greater effects when more energy is channeled into them.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction (no cost).
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike
Starting at 5th level, you can interfere with the flow of energy in a creature's body. When you hit another creature with a melee weapon attack, you can attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
- Free Uses: You can use this feature twice per long rest for free.
Magic Counter
Starting at 6th level, you can use your reaction to disrupt magical energy. When a creature you can see within 60 feet of you casts a spell, you can use your reaction and spend Magic Resources to attempt to interrupt the process.
This feature functions as Counterspell, but you fuel it with your subclass's magic resource (Divine Burn, Arcane Mana, or Spell Slots). The specific cost and scaling depend on your Monastic Tradition magic system and level.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stillness of Mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Purity of Body
At 10th level, your mastery of your body grants you immunity to disease and poison.
Tongue of the Sun and Moon (Planar)
Starting at 13th level, you learn to touch the universal understanding shared by all living things. You can understand any spoken language that is native to your Plane of origin.
Timeless Body
At 15th level, your energy sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Still Mind
Beginning at 18th level, you can vanish from the perception of others through sheer mental discipline. As long as you are concentrating (as if on a spell) and you do not move or take actions, you are Invisible to everyone around you. This invisibility ends immediately if you move, take an action, or lose concentration.
Perfect Self
At 20th level, perfection of body and soul is achieved. When you roll initiative, if you have no Free Uses of your Martial Discipline remaining, you regain 2 Free Uses.
Monastic Traditions
Way of the Sun Soul
Monks of the Way of the Sun Soul are a Divine order. They are often pacifists or healers who believe in incapacitating foes rather than killing them. They channel the radiant power of the gods (typically Omnu) through their bodies.
Magic System: Divine Burn.
* Daily Limit: (Monk Level / 2) * Wisdom Modifier.
* Instant Limit: Proficiency Bonus + Wisdom Modifier.
* Recovery: Short Rest.
Level 3: Radiant Sun Bolt
You gain a new attack option that is a ranged spell attack (Range 30ft). It deals Radiant damage equal to your Martial Arts die + Dex mod. You can use this for any attack in your Attack action.
Level 3: Sun Soul Discipline
You gain the ability to use Divine Burn to fuel your martial arts. All of these disciplines scale cleanly with additional burn:
Scaling Cost Table: | Bonus Amount | Total Burn Cost | | :--- | :--- | | +1 | 1 | | +2 | 3 | | +3 | 6 | | +4 | 10 | | +5 | 15 |
- Divine Flurry: Immediately after taking the Attack action, spend Burn to make bonus attacks (Unarmed or Radiant Bolt).
- Cost: For each additional divine burn generated you may make an additional unarmed or radiant bolt attack.
- Divine Shield: As a bonus action, you harden your divine aura to prevent harm for one round. You generate burn to increase your AC until the start of your next turn.
- Cost: 1 Burn per +1 AC. (See table: +2 AC = 3 Burn, etc.)
- Light Step: As a bonus action, you generate small panels of divine light to push off of, allowing freedom of movement in any direction (including vertical/air). You must end your turn on solid ground or fall.
- Cost: 10 feet = 1 Burn. 15 feet = 3 Burn. 20 feet = 6 Burn.
Level 5: Fist of Heaven (Stunning Strike)
You can significantly empower a single blow to debilitate an opponent. This replaces Stunning Strike for Sun Soul Monks.
* Effect: If your strike hits, the target is Paralyzed for 1d4 rounds. The target makes a Constitution save to resist.
* Restriction: Cannot be used as part of a Divine Flurry.
* Cost & Scaling: The base DC is 10 + Wis Mod + 1. You can increase the difficulty by generating more burn.
* 1 Burn: Save DC 10 + Wis + 1.
* 3 Burn: Save DC 10 + Wis + 2.
* 6 Burn: Save DC 10 + Wis + 3.
Level 6: Divine Empowered Strikes
Your unarmed attacks deal radiant damage instead of bludgeoning damage. Add your WIS Mod to the damage and attack roll of your unarmed attacks. All radiant damage you deal can be non-lethal.
Level 6: Constructs of Light
You can shape solid light to protect or restrain. As an action, spend 2 Burn to cast Wall of Light (scaled down) or create a barrier that provides 3/4 cover. You can also create shackles of light to restrain a target (Str save).
Level 11: Searing Sunburst
As an action, you create a 20ft radius explosion of radiant light within 150ft.
* Cost: Scales same as Discipline (1/3/6/10/15).
* 1 Burn: 2d6 Radiant damage.
* 3 Burn: 3d6 Radiant damage.
* 6 Burn: 4d6 Radiant damage.
Level 17: Sun Shield (Reactive)
When active, you shed bright light for 30ft.
* Reaction: When a creature hits you with a melee attack, you can generate burn to deal damage.
* Cost: 1 Burn per attack.
* Effect: Deal 5 + Wis Mod radiant damage to the attacker. Lasts until the end of the current attack.
Way of the Iron Heart
Monks of the Way of the Iron Heart are an Arcane order dedicated to the perfection of the self through magitech augmentation. They believe flesh is weak and gradually replace their limbs with superior arcane prosthetics.
Magic System: Arcane Mana.
* Max Mana: (Monk Level / 2) * Wisdom Modifier.
* Recovery: Long Rest.
Level 3: Protocol: First Arm Prosthesis
You permanently replace one of your arms with an arcane prosthesis. * All your unarmed strikes deal Force damage by default. * Augmentation (Choose 1): * Extendable Arm: Increase reach with unarmed strike by 5 feet. * Elemental Admixer: Change the damage type of your unarmed strike to: Fire, Frost, Lightning, or Acid. Can be changed during a long rest. * Deadlock Grip: You can voluntarily lock the mechanism of your fist, making it incredibly hard to remove. Doubles your STR bonus for grapple checks.
Level 3: Iron Heart Discipline
You use the same scaling logic as Sun Soul (1/3/6/10/15), but spending Mana instead of generating Burn.
- Arcane Flurry: Spend Mana to increase the speed of your prostheses. For increasing Mana cost, deal additional bonus attacks.
- 1 Mana: +1 Attack. (Total 2 bonus attacks).
- 3 Mana: +2 Attacks.
- 6 Mana: +3 Attacks.
- Shield Generator: Vent Mana to create a short-lived shield. Increase your AC by the Mana spent for one round. (Note: Only applies to the specific scaler values: 1 Mana=+1, 3 Mana=+2, etc).
- Rocket Strike: Vent Mana to rapidly propel yourself forward in a straight line for a strike. Use Mana to add force damage.
- 1 Mana: +1d6 Force Damage (to next strike).
- 3 Mana: +2d6 Force Damage.
- Scaling Movement: For increasing mana cost, the required build-up distance increases by 10 feet.
Level 5: Protocol: Secondary Arm Prosthesis
You have replaced your second arm with an additional arcane prosthesis. You gain a second Augmentation.
* New Augmentation choices (in addition to Level 3 options):
* Reinforced Claws: Tips of prosthetic fingers reinforced; gain a climbing speed equal to 1/2 your total speed.
* Arcane Cannon: You may replace an unarmed attack with a ranged force damage attack that deals damage equal to Martial Die + Wis Mod.
* Sentient Hand: One of your hands can be remote controlled, detaching from your arm and acting independently.
Level 5: Stunning Strike (Arcane)
- Magic Uses: You can spend 1 Mana to use Stunning Strike.
- Upcast: Spend 3 Mana to stun all adjacent enemies if you hit one (Shockwave).
Level 6: Protocol: Eye Prosthesis
You replace one or both of your eyes with a magitech alternative. * Benefits: Darkvision (60ft), Tremorsense (60ft). * Spell: You can cast Detect Magic at will.
Level 11: Protocol: Leg Prosthesis
You have replaced both of your legs with magitech prosthetics. * Wall Run: You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. * New Augmentation (Choose 1): * Ocular Sensor: Gain passive See Invisibility. * Rocket Leap: Spend 5 Mana to instantly jump up to 3x your normal jump distance. * Improved Rotary Servos: Increase your speed by a static +15 feet per round.
Level 14: Diamond Soul (Arcane)
Spend 10 Mana to reroll a failed save.
Level 17: Protocol: Arcane Core
You embed in your chest a permanent Arcane dynamo capable of providing constant steady power.
* Repair Protocol (1/Day): Empower your arcane core to magically reinforce your systems. Invest any amount of Mana and convert it to Temporary HP points (1 Mana = 1 Temp HP).
* New Augmentation (Choose 1):
* All Seeing Eye: Gain permanent passive True Sight, Detect Lies, and Detect Good and Evil.
* Unstable Core: Vent excess mana. Deal 2d6 Force damage (scaling with increased mana: 1 Mana=2d6, 3 Mana=4d6, 6 Mana=6d6) to all creatures within 40 feet.
* Emergency Backup Matrix: If you would die (fail 3rd death save), this matrix teleports a backup of your mind to a safe location to be loaded into an artificial body.
Way of the Wild Walker
Monks of the Way of the Wild Walker are a Fae order. They seek enlightenment through communion with nature and the elements. They fight like "Benders," channeling a single attuned element through all their abilities with devastating effect.
Magic System: Fae Mana. * Progression: Half-Caster Fae Mana Pool (see Mana#Fae Mana (Pool)). * Important: Monks do NOT gain additional Fae Mana or expanded ability lists from Fae Patrons. They only gain the base Fae relationships for roleplay or other non-spell benefits (if applicable by DM). * No Spellcasting: Fae Mana powers Bending Techniques and class abilities only — it cannot be used to cast spells. * Recovery: Short Rest (half Monk level, rounded up) / Long Rest (all). * Upcast Scaling: All abilities use triangular number scaling for additional mana cost: +1/+3/+6/+10/+15 for each upscale level (formula: n*(n+1)/2).
| Monk Level | Fae Mana Pool | Short Rest Recovery |
|---|---|---|
| 1-2 | 3 | 1 |
| 3-4 | 8 | 2 |
| 5-6 | 10 | 3 |
| 7-8 | 16 | 4 |
| 9-10 | 19 | 5 |
| 11-12 | 19 | 6 |
| 13-14 | 23 | 7 |
| 15-16 | 27 | 8 |
| 17-18 | 34 | 9 |
| 19-20 | 39 | 10 |
Element Attunement System
The Wild Walker learns elements progressively and can attune to one known element at a time (switching requires a short or long rest). The attuned element determines the damage type and secondary effects of all Wild Walker abilities.
Element Damage Types:
| Element | Damage Type | Tier |
|---|---|---|
| Fire | Fire | Standard (L3) |
| Water | Cold | Standard (L3) |
| Earth | Bludgeoning | Standard (L3) |
| Air | Thunder | Standard (L3) |
| Lightning | Lightning | Expanded (L11) |
| Shadow | Necrotic | Expanded (L11) |
| Radiance | Radiant | Expanded (L11) |
Element Progression: * Level 3: Choose 2 of 4 standard elements (Fire, Water, Earth, Air) * Level 7: Choose 3rd standard element * Level 11: Choose 4th element from remaining standard + Lightning/Shadow/Radiance
Level 3: Elemental Attunement
Choose 2 of the 4 standard elements. You can attune to one known element at a time; switching requires a short or long rest.
Level 3: Elemental Flurry
Cost: 1 Fae Mana (bonus action). Upcast: 1/2/4/7 mana for 2/3/4/5 bonus strikes.
Make bonus elemental strikes, each dealing 1d6 damage of your attuned element type.
| Element | Secondary Effect |
|---|---|
| Fire | Target ignites (1d4 fire start of their turn, save ends) |
| Water | Target speed reduced 10ft until your next turn |
| Earth | Target must STR save or be knocked prone |
| Air | Target pushed 10ft away |
| Lightning | Damage chains to 1 adjacent creature for half |
| Shadow | Target cannot take reactions until your next turn |
| Radiance | Target outlined (advantage on attacks against them) |
Level 3: Elemental Shield
Cost: 1 Fae Mana (bonus action). Upcast: 1/2/4/7 mana for +2/+3/+4/+5 AC until start of next turn.
| Element | Secondary Effect |
|---|---|
| Fire | Melee attackers take 1d6 fire damage |
| Water | Gain temp HP equal to Wisdom modifier |
| Earth | +1 additional AC bonus |
| Air | Move 5ft without opportunity attacks |
| Lightning | Attacker has disadvantage on their next attack |
| Shadow | Gain half cover (obscured) |
| Radiance | Attackers who miss are blinded until start of their next turn |
Level 3: Elemental Step
Cost: 1 Fae Mana (bonus action). Upcast: 1/2/4/7 mana. Grants Dash + Disengage plus elemental movement.
| Element | Movement Mode |
|---|---|
| Fire | Leave fire trail (1d6 to creatures entering, scales with mana) |
| Water | Gain swim speed, move through occupied spaces |
| Earth | Ignore difficult terrain, gain burrow speed |
| Air | Gain fly speed equal to walking speed for 1 turn |
| Lightning | Teleport 30ft (+30ft per extra mana) instead of Dash |
| Shadow | Become invisible until end of turn or attack |
| Radiance | Creatures within 5ft of path: CON save or blinded 1 round |
Level 5: Elemental Prison
Cost: 1 Fae Mana (on melee hit). Upcast: 1/2/4 mana. Target must STR save.
* 1 mana: Restrained + 2d8 element damage
* 2 mana: Paralyzed + 3d8 element damage
* 4 mana: Paralyzed + 4d8 + spreads to adjacent creature
| Element | Prison Flavor |
|---|---|
| Fire | Ongoing 1d6 fire while restrained |
| Water | Vulnerability to bludgeoning while restrained |
| Earth | AC bonuses negated while restrained |
| Air | Cannot speak or cast verbal spells |
| Lightning | Creatures touching target take 1d6 lightning |
| Shadow | Blinded while restrained |
| Radiance | Emits bright light; creature visible through walls to you |
Level 6: Fae Empowered Strikes
- Unarmed strikes deal your attuned element's damage type instead of bludgeoning.
- Add your Wisdom modifier to unarmed attack and damage rolls.
Level 6: Bending Mastery
Grants element-keyed spell-like abilities. Only usable when attuned to that element. Basic (2 mana) and Advanced (4 mana), both upcastable via triangular scaling.
| Element | Basic SLA (2 mana) | Advanced SLA (4 mana) |
|---|---|---|
| Fire | Scorching Ray | Fireball |
| Water | Misty Step | Tidal Wave |
| Earth | Spike Growth | Erupting Earth |
| Air | Gust of Wind | Wind Wall |
| Lightning | Lightning Bolt (4 mana) | Call Lightning (4 mana) |
| Shadow | Darkness | Fear |
| Radiance | Moonbeam | Daylight |
Level 7: Expanded Attunement
Choose 1 additional standard element you have not yet learned. You now know 3 of 4 standard elements.
Level 11: Advanced Attunement
Choose 1 element from: remaining standard elements or Lightning, Shadow, Radiance. You now know 4 elements total.
Level 11: Nature's Wrath
Cost: 2 Fae Mana (action). Upcast: 2/3/5/8 mana. 20ft radius sphere centered on self, DEX save.
* 2 mana: 3d6 + push 10ft
* 3 mana: 5d6 + push 15ft
* 5 mana: 6d6 + push 20ft + prone
* 8 mana: 8d6 + push 30ft + prone + stunned
| Element | AoE Effect |
|---|---|
| Fire | Area becomes burning difficult terrain for 1 minute |
| Water | Icy difficult terrain; creatures have disadvantage on DEX saves |
| Earth | Impassable rubble; prone creatures must use action to free |
| Air | Double push distance instead of terrain |
| Lightning | Chain: arcs to 1 additional target within 10ft for half |
| Shadow | Darkness 1 min; creatures frightened on failed WIS save |
| Radiance | Bright light; undead/fiends take double damage |
Level 14: Diamond Soul (Fae)
Cost: 1 Fae Mana (reaction). When you fail a saving throw, reroll it. Element-specific bonus:
| Element | Bonus Effect |
|---|---|
| Fire | +2 bonus to the reroll |
| Water | On success: gain temp HP equal to Monk level |
| Earth | On success: +2 AC until start of next turn |
| Air | On success: move 10ft without opportunity attacks |
| Lightning | Costs 0 mana, but only 1/short rest |
| Shadow | On fail after reroll: invisible until start of next turn |
| Radiance | Allies within 10ft can also reroll (1/long rest) |
Level 17: Avatar of Nature
Cost: 4 Fae Mana (bonus action). Duration: 1 minute.
* Size: Become Large. Reach: +5ft. Regen: 1d10 + WIS HP at start of each turn.
* Elemental Fury: All melee attacks deal +2d10 attuned element damage.
* Flight: 60ft fly speed.
| Element | Avatar Bonus |
|---|---|
| Fire | Fire aura (2d6 to creatures within 10ft), immune to fire |
| Water | Swim 90ft, resistance to all damage in water, waterbreathing |
| Earth | +4 AC, tremorsense 60ft, immune to forced movement |
| Air | Fly 120ft (not 60), immune to grapple/restrain, bonus action Dodge |
| Lightning | Speed doubled, extra reaction, melee becomes ranged 30ft |
| Shadow | Invisible in dim light, teleport 30ft (bonus action), fear aura 30ft |
| Radiance | Heal allies 1d6+WIS (30ft), immune to conditions, bright light 60ft |